- Highly improved performance for MMA HUD and TV, these of you having locking on problems in overloaded missions should notice it- MMA TV, MCC, LRR and support console screens selfadjust for any interface size, no more small displays- Added systems for some missing ACE2 units (thanks to Shuravi-rnd)- Added rearming configurations for ACE2 Su34s- Added systems and rearming configs for Duala air units (except UFO)- Added systems and rearming configs for PRACS air units- Added systems for CWR demo air and land units - Nuclear effects performance improved, no more visual problems when detonation happens in large cities- RKLS STormShadow has GPS targeting again- Fixed RAH66 Hellfire setup- Added CWR units MMA setups (thanks to Shuravi-rnd)- Added CCIP for Mi24 bombs as well as x2 Igla rearming config.- Fixed mando_airsupport_code_ca was being called for airborne assault instead of mando_airsupport_code_pa

Some notes about MMA_XEH_AutoLaunch.pbo made by Kju:If you have this and Extended Event Handlers it will try to self-initialize MMA in the following way:- If the mission being played has not initialized MMA after few seconds and it is the server, it initializes MMA.- If the mission being played has not initialized MMA after few seconds and it is a client, it initializes MMA only if the server has initialized it.- If the server initialized it but you dont have MMA, you will see a notification every 10 seconds indicating that MMA is missing on your client.

When MMA is self initialized it checks for presence of FFAA and ACE to setup automatically their respective configurations.

Defunkt made a modification of the default BIS Javelin reticle that you can grab hereThe mando_portables.pbo enables a better (wider) reticle for the Javelin and replaces the default crosshair with more authentic targeting 'stadia', these changes can only be made with an addon where the core MMA suite can be addon or script-only hence it is packaged separately. It is especially recommended if your display resolution should result in part of the default reticle showing.

Credits:Defunkt, aside from pretty good ideas, he provided sounds, the outstanding images of the RWRs for east and west planes and fine tuned all the PAAs present in the pack, he also modified Raptor6 MFD to include "NTSC" effect as well as some nice pp effects for older type cameras and MMA HUD customizations for portable launchers (Igla, Metis, Javelin, Stinger and Strela).Raptor6, do you like the fantastic background of the TV systems? it is from him.Deanosbeano and scars who provided some mando turret models usable for the Phalanx gun.Cyborg11 for the ACE2 setupsKju for MMA_XEH_AutoLaunch.pbo

Special thanks:All these guys among others have been providing ideas and good testing along the life of this project:Alex72, Crusader, Cyborg11, Kremator, Manzilla, Massimo, Rubberkite, Scars, Stiltman, Vengeance and ViperMaul.

- In MP games, pilot might have control of some TV systems only if gunner is not human.- If a BIS weapon is assigned to a HUD mode, this BIS weapon cannot be selected pressing "F" key.- TV laser bomb models fixed, so they will not require anymore Mike's F16 ammo box (except for F16 systems).- Most warheads of fired BIS missiles replaced by mando ones will keep its default power.- Missile replacement now includes Gnat's submarines missiles and they fly with the correct flight profile.- A10 has an extra TV system for the AGM65.- PMC AH64 Apache setup added.- Gnat's Kuznetsov carrier full setup with mando missiles and mando guns included (as easy as adding a new gamelogic near the carrier). Read mma_readmefirst.pdf for more info about usage of this new gamelogic.- Mando Gun ArmA for ArmA2 integrated within Mando Missile, a turret object made by Deanosbeano included as example of mando gun usage. Read Mando Gun section in mma_readmefirst.pdf to get more info about usage and examples.- MCC TV systems now have three different looks (old grayscale, not so old and no so grayscale and full color), the MCC TV MDF image has been modified to add NTSC effect (thanks to Defunkt).- New mando_gun_arma.utes and mma_test_kuz.utes missions added.- Ka52 gunners now has a helmet mounted display.

•TV systems better adjusted for the "unsupported" small interface size graphics option, no more empty holes above and below the camera MFD area. •TV systems also integrated with UAVs, you can activate the system from a commanding vehicle and then use the UAV weapons, camera to mark targets or just guide the path of the UAV. This works for both, BLUFOR UAV and OPFOR small one. •Portable weapons HUD support (by default, Javelin, Igla, Metis, Stinger and Strela). •Forward looking radar display integrated with HUD's of some planes (AV8B, C130J, B52, Su34, F16s and F35B). The radar displays contacts or locations in the radar scan area in front of the plane in a top-view like display. •HUD systems customization options: Now all hud systems can be personalized at will using the info provided by the HUD's main core script. Good examples are the customizations made by Defunkt for all the portable weapons (Igla, Metis, Stinger, Strela and Javelin). •New flight profile parameters for default Patriots (AI and MCC based), way more effective against hi flying fast SCUDs even during initial climb and final dive SCUD states. •New reloading system for both, BIS weapons and virtual weapons and countermeasures. •BIS default top radar can be blocked (with red semintransparent bars where friend and foe dots look) the same. The feature can be enabled by mission makers. •All the remote capable TV MCCs now can lock on remote targets (no LOS check performed).•Added setup for Mi28.

Defunkt made a modification of the default BIS Javelin reticle that you can grab hereThe mando_portables.pbo enables a better (wider) reticle for the Javelin and replaces the default crosshair with more authentic targeting 'stadia', these changes can only be made with an addon where the core MMA suite can be addon or script-only hence it is packaged separately. It is especially recommended if your display resolution should result in part of the default reticle showing.

Preface:First item: Do you have an issue tracker somewhere running? For such a complex project it would be certainly very helpful. A forum is rather messy and OFPEC forum forcing you to one post makes the post huge, takes long to load and preview broken.

Second item: Is MM a single man coding project (on purpose)? In other words are you interested in othersto help out in the coding? If so, how should this be organized? Or do you prefer full control and people tosubmit diffs or just suggestions?

Here is in-depth feedback, several questions and a few suggestions.

Lets start with the technical details.

Can you please explain the two gamelogic approach for the full init.To me it seems one GL/script launch per functionality (full / gun / ship) doable.(does full include gun and ship?)

There are two aspects you have to take into consideration with the start up from what I understand.1) To avoid duplicate/multiple script execution.2) Not to disable a customized MMA/MMS setup (maybe).

In addition you have to take into account MMA + MM in a mission running at the same.

To me it seems logical to have the MMS (script) version running, if both are active.I did not look into the code itself so far - is this taken care yet?

It might be a good addition to allow to disable a MMS version running (and run the addon version instead).

So design wise it should not be that complicated to set it up to allow a XEH addon to initialize MM automatically. The basic system could be:

1) XEH: preInit: call MMA (init+full) // should be a single script call - internally the call does both// XEH PreInit should be guaranteed to be launched before init.sqf.// The XEH addon sets the default configuration.2) Next mission init.sqf - it may contain MMS call // might be good to spawn a separate script that does theexecution timing internally. Like wait a second.3) If MMS present, the configuration should be used instead. // If the scripts of the MMA or MMS should be used is a different consideration.// So running both XEH MMA + MMS should be doable.4) Optional: a version compare and hint to player if MMA older than MMS might be useful.

In other words it should be possible to have MM active via XEH addon in any mission.This will help make MM used a lot more. At the same time MMS in a mission should work.Even more it'd be great if people could set mission specific settings for the XEH MMA launch as well.

Alright lets move on. Is there design limitation to reduce MM interface to normal IGUI?The safeZone a2 thingy allows one to make dialogs fitting to any resolution - it is more work yes.Yet once understood, it is rather easy to convert the static position and size values to relative.

A maybe related problem is that while you zoom in, the MM dialogs keep the size AND even more problematicthe logic adapts as well.

First pic: Rather big circle resulting in a big lock area.Second pic: If you zoom in, the circle GUI size remains the same. This means the effective lock area getsfar smaller.

The problem is that you might not detect, if one goes into optics/zooms in perfectly.Checking the key input via key actions should work, yet you may not know which state your are in.If you loose track, this would get messy (feature might be possible to reset the GUI to no zoom).

The other problem here is that in optics / zoom in most times the (outer) MM GUI elements no longer fit.This might be annoying effort to figure out the right position for each vehicle - no zoom and zoomed in.

Sorry I give up for now. The edit and preview loading time kill me.I will add the other tomorrow.

Thanks for your feedback Kju. MM was single man coding project, but now it is becomming better understood by some people. Good examples are the customized MMA huds made by Defunkt or configurations for ACE2 made by Cyborg11 (present in next release). MMA is a framework including some usage examples (HUDs, MCCs, TVs, automatic launchers, guns, etc), a mission designer may create his own systems using the framework, this was the spirit of this project when it become alive for OFPR years ago and it is still the same spirit now with A2. This also means Im always interested into others help and ideas, and I agree with you, a forum is not the best way to drive that kind of collaboration.

Added: where is the other crew member looking at indicator for the AH64 monocle.

Added: XEH auto-initialization addon.

Added: SAM Site mission example using mando radar.

Changed: All HUD is moved to layer 3 to avoid interferences with other default "Cut" commands.

Some notes about MMA_XEH_AutoLaunch.pbo made by Kju:If you have this and Extended Event Handlers it will try to self-initialize MMA in the following way:- If the mission being played has not initialized MMA after few seconds and it is the server, it initializes MMA.- If the mission being played has not initialized MMA after few seconds and it is a client, it initializes MMA only if the server has initialized it.- If the server initialized it but you dont have MMA, you will see a notification every 10 seconds indicating that MMA is missing on your client.

When MMA is self initialized it checks for presence of FFAA and ACE to setup automatically their respective configurations.

removing the MMA_XEH_AutoLaunch.pbo solves the problem for me. What do I miss now?

I have no idea, what the problem is. With the mma version before, there was nothing. I use most actual ace2 addons. But this seems not to be the issue. I guess these missing *.sqf do not exist, do they?

By thinking about the meaning of your reply I came to the idea to search my arma2 directory for other mando_missiles.pbo. There was one in another directory, which I use for many different gameplay addons. I had never thought or remembered, that I once used this directory for mma. I made this to small down the number of directories/mods listed in my arma2 call but it has a made it difficult to keep track with installed versions as I see now.After removing this old mando_missiles.pbo everything works fine with MMA_XEH_AutoLaunch.pbo activated again.

Important note: MMA_XEH_AutoLaunch.pbo has been moved to @mma_xeh folder, dont forget to remove the MMA_XEH_AutoLaunch.pbo that might be present in your current @mma folder. If you want to use the autolauch, execute ArmA2 with mod=@mma;@mma_xeh modifiers.

Note that AIM54 has initial inertial guidance and quite a long range (depending on launcher speed > 54Km in A2), if fired outside its active radar range (3Km), it will climb and dive on the target. So countermeasures effectiveness will be greatly reduced. On the other hand, it has quite low capability for short range engagements unless the target is in front of the firing F14 and flying away while not maneouvering.

Gnat's Su33 pilot's HUD:

R-73 AA

R-27 AA (SARH)

Kh.29 TV

Kh.22

Kh.22 Remote

Kh.22 Ground

FB 250 CCIP

KB 500 CCIP

ECM

Flares

RWR

Gnat's Su33 pilot's MCC TVs:

Kh.29 TV

Kh.22 TV (Remote)

Kh.22 SEAD

KB 500 LGB

Kh.22 has a very long range, it is also detectable by enemy radars (anti-missile missiles and anti-missile mando guns). It can be used in local, remote and SEAD (anti-radar) modes.ATM, to be able to use Kh.22 config, you may rearm your plane near any MMA valid rearming point, select AS-4 configuration (R73+R27+3 Kitchen missiles).